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* Copyright 2015 Google Inc.
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#ifndef GrGLSLProgramBuilder_DEFINED
#define GrGLSLProgramBuilder_DEFINED
#include "GrCaps.h"
#include "GrGeometryProcessor.h"
#include "GrProgramDesc.h"
#include "glsl/GrGLSLFragmentProcessor.h"
#include "glsl/GrGLSLFragmentShaderBuilder.h"
#include "glsl/GrGLSLPrimitiveProcessor.h"
#include "glsl/GrGLSLProgramDataManager.h"
#include "glsl/GrGLSLUniformHandler.h"
#include "glsl/GrGLSLVertexGeoBuilder.h"
#include "glsl/GrGLSLXferProcessor.h"
class GrShaderVar;
class GrGLSLVaryingHandler;
class SkString;
class GrShaderCaps;
class GrGLSLProgramBuilder {
using UniformHandle = GrGLSLUniformHandler::UniformHandle;
using SamplerHandle = GrGLSLUniformHandler::SamplerHandle;
using TexelBufferHandle = GrGLSLUniformHandler::TexelBufferHandle;
virtual ~GrGLSLProgramBuilder() {}
virtual const GrCaps* caps() const = 0;
const GrShaderCaps* shaderCaps() const { return this->caps()->shaderCaps(); }
const GrPrimitiveProcessor& primitiveProcessor() const { return fPrimProc; }
const GrPipeline& pipeline() const { return fPipeline; }
GrProgramDesc* desc() { return fDesc; }
const GrProgramDesc::KeyHeader& header() const { return fDesc->header(); }
void appendUniformDecls(GrShaderFlags visibility, SkString*) const;
const GrShaderVar& samplerVariable(SamplerHandle handle) const {
return this->uniformHandler()->samplerVariable(handle);
GrSwizzle samplerSwizzle(SamplerHandle handle) const {
return this->uniformHandler()->samplerSwizzle(handle);
const GrShaderVar& texelBufferVariable(TexelBufferHandle handle) const {
return this->uniformHandler()->texelBufferVariable(handle);
// Used to add a uniform for the RenderTarget height (used for frag position) without mangling
// the name of the uniform inside of a stage.
void addRTHeightUniform(const char* name);
// Generates a name for a variable. The generated string will be name prefixed by the prefix
// char (unless the prefix is '\0'). It also will mangle the name to be stage-specific unless
// explicitly asked not to.
void nameVariable(SkString* out, char prefix, const char* name, bool mangle = true);
virtual GrGLSLUniformHandler* uniformHandler() = 0;
virtual const GrGLSLUniformHandler* uniformHandler() const = 0;
virtual GrGLSLVaryingHandler* varyingHandler() = 0;
// Used for backend customization of the output color and secondary color variables from the
// fragment processor. Only used if the outputs are explicitly declared in the shaders
virtual void finalizeFragmentOutputColor(GrShaderVar& outputColor) {}
virtual void finalizeFragmentSecondaryColor(GrShaderVar& outputColor) {}
// number of each input/output type in a single allocation block, used by many builders
static const int kVarsPerBlock;
GrGLSLVertexBuilder fVS;
GrGLSLGeometryBuilder fGS;
GrGLSLFragmentShaderBuilder fFS;
int fStageIndex;
const GrPipeline& fPipeline;
const GrPrimitiveProcessor& fPrimProc;
GrProgramDesc* fDesc;
GrGLSLBuiltinUniformHandles fUniformHandles;
std::unique_ptr<GrGLSLPrimitiveProcessor> fGeometryProcessor;
std::unique_ptr<GrGLSLXferProcessor> fXferProcessor;
std::unique_ptr<std::unique_ptr<GrGLSLFragmentProcessor>[]> fFragmentProcessors;
int fFragmentProcessorCnt;
explicit GrGLSLProgramBuilder(const GrPipeline&,
const GrPrimitiveProcessor&,
void addFeature(GrShaderFlags shaders, uint32_t featureBit, const char* extensionName);
bool emitAndInstallProcs();
void finalizeShaders();
bool fragColorIsInOut() const { return fFS.primaryColorOutputIsInOut(); }
// reset is called by program creator between each processor's emit code. It increments the
// stage offset for variable name mangling, and also ensures verfication variables in the
// fragment shader are cleared.
void reset() {
void addStage() { fStageIndex++; }
class AutoStageAdvance {
AutoStageAdvance(GrGLSLProgramBuilder* pb)
: fPB(pb) {
// Each output to the fragment processor gets its own code section
~AutoStageAdvance() {}
GrGLSLProgramBuilder* fPB;
// Generates a possibly mangled name for a stage variable and writes it to the fragment shader.
void nameExpression(SkString*, const char* baseName);
void emitAndInstallPrimProc(const GrPrimitiveProcessor&,
SkString* outputColor,
SkString* outputCoverage);
void emitAndInstallFragProcs(SkString* colorInOut, SkString* coverageInOut);
SkString emitAndInstallFragProc(const GrFragmentProcessor&,
int index,
int transformedCoordVarsIdx,
const SkString& input,
SkString output,
void emitAndInstallXferProc(const SkString& colorIn, const SkString& coverageIn);
void emitSamplers(const GrResourceIOProcessor& processor,
SkTArray<SamplerHandle>* outTexSamplerHandles,
SkTArray<TexelBufferHandle>* outTexelBufferHandles);
SamplerHandle emitSampler(GrSLType samplerType, GrPixelConfig, const char* name,
GrShaderFlags visibility);
TexelBufferHandle emitTexelBuffer(GrPixelConfig, const char* name, GrShaderFlags visibility);
void emitFSOutputSwizzle(bool hasSecondaryOutput);
void updateSamplerCounts(GrShaderFlags visibility);
bool checkSamplerCounts();
#ifdef SK_DEBUG
void verify(const GrPrimitiveProcessor&);
void verify(const GrXferProcessor&);
void verify(const GrFragmentProcessor&);
// These are used to check that we don't excede the allowable number of resources in a shader.
// The sampler counts include both normal texure samplers as well as texel buffers.
int fNumVertexSamplers;
int fNumGeometrySamplers;
int fNumFragmentSamplers;
SkSTArray<4, GrShaderVar> fTransformedCoordVars;